TY - JOUR
T1 - Developing serious games for cultural heritage
T2 - A state-of-the-art Review
AU - Anderson, Eike Falk
AU - McLoughlin, Leigh
AU - Liarokapis, Fotis
AU - Peters, Christopher
AU - Petridis, Panagiotis
AU - de Freitas, Sara
PY - 2010/12
Y1 - 2010/12
N2 - Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.
AB - Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.
KW - Computer games technology
KW - Cultural heritage
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=78649514858&partnerID=8YFLogxK
UR - https://link.springer.com/article/10.1007%2Fs10055-010-0177-3
U2 - 10.1007/s10055-010-0177-3
DO - 10.1007/s10055-010-0177-3
M3 - Article
AN - SCOPUS:78649514858
VL - 14
SP - 255
EP - 275
JO - Virtual Reality
JF - Virtual Reality
SN - 1359-4338
IS - 4
ER -